#version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aTexCoord;

out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main(){
    gl_Position=projection*view*model*vec4(aPos.x,aPos.y,aPos.z,1.0f);
    TexCoord=aTexCoord;
}
